01 Spawn point

Abheek Bajaj

Technical / Level Designer Level Design · Gameplay Systems · Unreal Engine · Blueprints · UEFN

I design playable spaces and build the gameplay systems underneath them, from greybox to playtest to implementation. On Lingua Franca, now on Steam, my level rework took playtest engagement from 3.5 to 8.0.

Delhi, India · open to relocation

Short on time? Recruiter view →

An isometric grey-box level: a floor grid, a tall wall with an orange prototype texture, cover blocks, a ramp up to a raised platform, and a PlayerStart capsule with a dashed route to an objective flag. 4.0m you are here the good stuff TODO: art pass
Shipped
Open to
  • Junior / Associate Level Designer
  • Technical Designer
  • Gameplay Designer

02 Showreel

Technical & Level Design Reel

03 Level select

Selected work

Four case studies, strongest first. Each opens as a short deck.

Additional work

Smaller projects, each with its own short deck.

  • In-engine grey-box view of the FPS map: colored blocks used as cover around a sunken pit.
    Course project

    Futuristic FPS Map

    A competitive 3-lane map with custom traversal Blueprints.

  • Top-down view of the Shopping Shotguns supermarket level with its department zones marked.
    Team project

    Shopping Shotguns

    A resource-scarcity loop and three enemy archetypes.

  • A turquoise river winding through grassy hills toward a lake, with rocky mountains behind.
    Environment study

    Open World Landscape

    Terrain, foliage, water and two lighting moods.

  • Math Apocalypse title art: a cartoon wizard faces angry red birds carrying math problems on scrolls.
    Classroom game

    Math Apocalypse

    Decay scoring and a streak multiplier up to 32×.

  • CricX logo: a red cricket ball with green lettering over a stadium at dusk.
    Team project

    CricX

    55+ cards balanced in an Excel model.

Archive

Earlier and smaller work.

  • Fly Trap

    Final video

    Read a script page
  • Nightmare Seekers

    Horror prototype · 14-day game jam

    A reverse hide-and-seek prototype. I designed the arena level and was associate producer.

  • The VR FoodTruck kitchen: a counter with bread, vegetables and sauce bottles under a Play button.

    VR FoodTruck

    Meta Quest · Unity · 2022

    A VR cooking prototype where every ingredient has a flavor value. I produced it and built the level.

  • A night airport: a lit runway with green and red edge lights and an aircraft at the far end.

    Night Airport

    Blender · 3D modeling final · May 2021

    An airport at night, inspired by my love of aviation. Built for my 3D modeling final at Whistling Woods.

04 Playbook

How I design

The same loop on every project, with a link to the proof for each step.

  1. 01 →

    Greybox

    Block out with simple shapes to test navigation, readability and pacing before any art.

    Lingua Franca: paper to greybox
  2. 02 →

    Prototype

    Build the mechanic early and make it playable.

    FPS Map: traversal Blueprints
  3. 03 →

    Playtest

    Put it in front of players and write down what confuses them.

    The 3.5/10 first test
  4. 04 →

    Measure

    Turn feedback into numbers so a redesign has a target.

    Engagement 3.5 → 8.0
  5. 05 →

    Iterate

    Change the layout, the cues or the rules, then test again.

    Crateyard: updated live
  6. 06

    Ship

    Get it in front of real players.

    Lingua Franca on Steam ↗

I prototype before I polish.

Paper map, then greybox, then playtest, before committing to art. On Lingua Franca that sequence caught a 3.5/10 level while it was still cheap to rebuild.

I write things down so a team can build them.

Design docs and pipeline guides: the Lingua Franca GDD with every department lead, the Boss Fight spec, and the guide that let new CHPC teammates add servers on their own.

I cut scope on purpose.

On VR FoodTruck I called feature creep mid-cycle and shipped a polished prototype. The Boss Fight scope is sorted into must, should, could and not included.

05 Loadout

Skills & toolkit

Self-rated out of 10, with where I used each one.

Design skills

  • Documentation (GDDs)9 out of 10
  • Playtesting and analysis9 out of 10
  • Encounter / combat design8.5 out of 10
  • Systems design8 out of 10
  • Level design8 out of 10

Shown across Lingua Franca, the data center, The Boss Fight and Math Apocalypse.

Engines

  • Unreal Engine 59 out of 10
  • Unreal Engine 48 out of 10
  • Unity7 out of 10
  • UEFN (Unreal Editor for Fortnite)6.5 out of 10

Unreal Engine on Lingua Franca, The Boss Fight and the data center (UE4 for its HTML5 build). Unity on CricX, VR FoodTruck and Math Apocalypse. UEFN on Crateyard.

Unreal systems

  • Landscape / Foliage / Water tools8.5 out of 10
  • Blueprints8.5 out of 10
  • UMG (UI)8 out of 10
  • Behavior Trees / AI Perception7 out of 10

Quest and dialogue state machines, the traversal controller, data-table spawning, the data center UI and the Open World Landscape.

Languages

  • C#6.5 out of 10
  • SQL5 out of 10
  • C++4 out of 10
  • Python3 out of 10

C# on the CricX inventory system, SQL on the data center pipelines, C++ on its cross-platform deployment.

3D & art

  • Maya8 out of 10
  • Blender6.5 out of 10
  • Photoshop / Adobe Suite6 out of 10

Maya for 200+ data center server models. Blender for Night Airport.

Design & docs

  • Google Workspace7.5 out of 10
  • Excel (balance models)7 out of 10
  • Miro6.5 out of 10
  • Figma6.5 out of 10
  • Notion6 out of 10

Excel for the CricX balance model.

Production & source control

  • Git / GitHub8.5 out of 10
  • Asana / Monday / ClickUp8 out of 10
  • Trello8 out of 10
  • Perforce7.5 out of 10
  • JIRA7 out of 10

Lingua Franca, Math Apocalypse and the data center.

Deployment

  • HTML5 export9 out of 10
  • Pixel Streaming9 out of 10
  • Linux7 out of 10

Browser delivery of the data center simulation.

AI tools

  • Claude Code / generative AI8.5 out of 10

Part of my day-to-day workflow.

06 Player profile

About

I'm a technical and level designer based in Delhi, India. I design playable spaces and build the Unreal Engine systems that make them work.

I've shipped Lingua Franca on Steam and published Crateyard on Fortnite, and I studied game design in both Mumbai and Salt Lake City.

I'm looking for a team where level, systems and encounter design come together, ideally one that tells Indian stories.

“Design is shaping fun with players, not just for them.”

Off the clock: horror movies, national parks and road trips.

07 Quest log

Education & experience

2025 · Aug 2023 – May 2025

B.S. in Games

University of Utah, Division of Games · Salt Lake City, UT

  • Capstone: Lingua Franca, a 32-person team project released on Steam.
  • Co-authored a research paper on affordances, signifiers and looting in games.

2023 · Aug 2020 – Jun 2023

B.A. in Game Design

Whistling Woods International · Mumbai, India

  • Lead designer on CricX; producer and level designer on VR FoodTruck.
  • 60 credits transferred to the University of Utah.

Studied game design across India and the U.S.

  • Dec 2023 – Jul 2026

    Game Designer (Generalist), CHPC, University of Utah

    Official title Graphic Software Developer. One of two developers on the Downtown Data Center simulation. Full time and on site after graduating in May 2025.

  • Jan – Mar 2023

    Educational Designer & User Researcher, The Rajkumari Ratnavati Girls School

    Jaisalmer. On-site playtests with children aged 4 to 7 to validate an educational app.

08 Save point

Let's make something players remember.

Hiring for a technical or level design role, or want to talk about a level? My inbox and phones are open. I'm in Delhi (IST), with a U.S. number too.

Target roles
Junior / Associate Level Designer · Technical Designer · Gameplay Designer
Preferred work
Level design · gameplay systems · encounters · multiplayer
Engines
Unreal Engine 5 · UEFN · Unity
Location
Delhi, India · open to relocation